How to make underground more bearable


(chickenNwaffles) #1

Make it so you can’t get rid of the attackers progress on the first objective. As of right now the first part is super broken and all of your progress on one push can be erased after one ace.

Also, the respawn timers for attackers is way too high.


(sleeepy) #2

I think the map is unfixable at this point. Hopefully they remove it for the final game and focus their time on making new maps.


(Szakalot) #3

[quote=“chickenNwaffles;1239”]Make it so you can’t get rid of the attackers progress on the first objective. As of right now the first part is super broken and all of your progress on one push can be erased after one ace.

Also, the respawn timers for attackers is way too high.
[/quote]

An alternative way to fixing 1st objective (if we stay with this godawful capture idea) would be to allow defenders to remove the progress only by using a specific interactable object in the game, further down the frontline. I’m thinking on the small platform in front of the ‘ticket office’.


(rapidEgg) #4

What they could do is close the back door in the ticket booth and create a drop down path out of the booth can only be accessed inside it. This way defenders can’t get inside until the attackers can and won’t get trapped inside by shutting the doors.

This means that it’s much more difficult for defenders to camp that room as they have to wait for the attackers to open it to get inside. It also moves the combat zone to be more focused on the areas where the doors are than inside the booth itself.

Also not letting Proxy put mines ON THE FRONT WINDOWS of the booth would be nice to see as well.


(einstyle) #5

But everyone could still access it from the roof (which is open), guaranteeing a disasterous clusterf*ck


(Zeepso) #6

Here’s what I would do:

  1. Remove the drop down from the top of the point, and instead make it so you have to blow the doors to enter, or go around to the defender’s door.
  2. As compensation, don’t allow the defenders to repair the doors.
  3. Block the huge sight-line from the defender’s door. Maybe add a few boxes so the defenders have to get in closer to engage anyone on the point.
  4. Maybe make it harder for the defending team to go around the hut, Add a little more cover around both doors, and remove the side entrance to the left door (from the attacker’s side) that’s not next to the ammo crate. Right now, the attackers get swamped from every angle, and they can’t do much about it. Make it harder for them to go around and let the attackers have a little more cover upon entering the point.

The drop down works both ways, the attacking team can get slaughtered by anyone defending from above, and they can’t do much against it without leaving the point. If both doors are open, that’s 4 angles they can get shot from, 5 if you count the window.

If the attacking team gets slaughtered, all progress made basically gets wiped. Since any class that repairs quickly can close the doors in a matter of seconds fairly safely, and the point gets reset. This basically makes makes you lose progress on 3 objectives in one fell swoop (each door and any points towards the cap).

It’s also way to easy for the defending team to attack from the back. They basically have free range to go anywhere on the map, especially if the attacking team is on the point. It doesn’t help that the defending team can snipe into the point from the open doorway from either side of the escalators.

Of course, further testing would be needed.


(artfulSedan) #7

My tips on make this map better:

-open up the ceiling over the objectives (arty and skyhammer are nearly useless on this map because they can’t use their abilities and are therefore not played)

-change the layout of the escalator scene, everyone prettymuch just rushes for the pump controlls with no defensive fight makign this section which is set as an objective in the tutorial rather obsolete. My idea would be to put more cover in the scene and change or remove the elevator atm you just rush trough there and done you are at the final objective.

  • change the barriers that block the defenders. Once those things are sealed it’s extremly hard for the defenders to well defend. My idea: move the generator thingy in the room closer to the defender spawn (the one you have to pass through) it makes it harder to block the barriers and easier to defuse :wink:
  1. Block the huge sight-line from the defender’s door. Maybe add a few boxes so the defenders have to get in closer to engage anyone on the point.

i agree on that one you basically have to jump and rush around hopping to nto get killed by a sniper or basically everyone from the outside, would be nice to forexample close that door so that the defenders have to open it again (remove on of the side doors in that case)


(Szakalot) #8

a simple temporary fix would be to add save-points to the capture bar, after which the progress remains. Say, every 25/33/50% you have a save point: see ETQW bridge building.


(Zeepso) #9

i agree on that one you basically have to jump and rush around hopping to nto get killed by a sniper or basically everyone from the outside, would be nice to forexample close that door so that the defenders have to open it again (remove on of the side doors in that case)

First Point:
Or better yet, one option is to just close the door permanently. Defenders have no real reason to be on the point at the start anyway (other then laying mines). Once the attackers open the side doors, the defenders can use them just as easily. The only problem I foresee are the attackers have no reason to open both doors, since they would only have to guard one doorway instead of two, but you could add a window on the door to let the attackers shoot in, mitigating this.

Or another option, remove all the doors and just funnel the players onto the point, such that to go past the building, you have to enter it. Block the routes that circle the building, other then maybe going over it. You could also extend the building, adding more room and more cover.

So in short, I suggest three options:

  1. What I said in my first post.
  2. First post plus blocking the defender door.
  3. Funneling the players through the door and possibly Extending the building.

The Second Point:
The second point is another story, but I feel like there needs to be another objective in the huge Long hall between Objective 1 and 2. Moving up and having the spawns change three times is just very confusing, as there’s no feedback when the spawns move. Besides, it’s just a lot of empty space as is.

For the added objective, I suggest another point capture (like the spawn flag in terminal) near the elevator that goes down, and have it go up instead during this objective and reverse it once capped. Should work without tweaking the map too much.

A c4 objective could also work in that area, or even a push cart that goes from one escalator to the other.

For the last point, I’m not too sure right now. maybe push the defender’s spawn back further when the gate generator is blown up? To be honest, when I played the map as either side, I rarely got past the first point, so I couldn’t really gauge how well balanced it was.

Anyway, hope this helps, that was way more then I intended to write lol. I gotta find a way to change my name.